This was SVN commit r11994.
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BIN
binaries/data/mods/internal/maps/scenarios/The Persian Gates.pmp
(Stored with Git LFS)
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binaries/data/mods/internal/maps/scenarios/The Persian Gates.pmp
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binaries/data/mods/internal/maps/scenarios/The Persian Gates.xml
(Stored with Git LFS)
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binaries/data/mods/internal/maps/scenarios/The Persian Gates.xml
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binaries/data/mods/public/maps/random/oasis.js
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binaries/data/mods/public/maps/random/oasis.js
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RMS.LoadLibrary("rmgen");
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//random terrain textures
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var tGrass = ["desert_sand_dunes_100", "desert_dirt_cracks","desert_sand_smooth", "desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_smooth"];
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var tDune = ["desert_sand_dunes_50"];
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var tBigDune = ["desert_sand_dunes_50"];
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var tGrassPForest = "forestfloor_dirty";
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var tForestFloor = "desert_forestfloor_palms";
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var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
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var tGrassB = "dirta";
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var tGrassC = "medit_dirt_dry";
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var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
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var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"];
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var tRoad = "desert_city_tile";;
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var tRoadWild = "desert_city_tile";;
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var tGrassPatch = "desert_dirt_rough";;
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var tShoreBlend = "desert_sand_wet";
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var tShore = "dirta";
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var tWater = "desert_sand_wet";
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// gaia entities
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var ePalmShort = "gaia/flora_tree_cretan_date_palm_short";
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var ePalmTall = "gaia/flora_tree_cretan_date_palm_tall";
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var eBush = "gaia/flora_bush_berry";
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var eChicken = "gaia/fauna_chicken";
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var eCamel = "gaia/fauna_camel";
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var eGazelle = "gaia/fauna_gazelle";
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var eLion = "gaia/fauna_lion";
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var eLioness = "gaia/fauna_lioness";
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var eStoneMine = "gaia/geology_stonemine_desert_quarry";
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var eStoneMineSmall = "gaia/geology_stone_desert_small";
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var eMetalMine = "gaia/geology_metal_desert_slabs";
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// decorative props
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var aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
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var aWaterFlower = "actor|props/flora/water_lillies.xml";
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var aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
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var aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
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var aRock = "actor|geology/stone_desert_med.xml";
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var rba6 = "actor|geology/stone_desert_med";
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var aBushA = "actor|props/flora/bush_desert_dry_a.xml";
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var aBushB = "actor|props/flora/bush_desert_dry_a.xml";
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var aSand = "actor|particle/blowing_sand.xml";
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var pForestD = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor];
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var pOasisForestLight = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor,tForestFloor,tForestFloor
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,tForestFloor,tForestFloor,tForestFloor,tForestFloor];
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const BUILDING_ANGlE = 0.75*PI;
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// initialize map
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log("Initializing map...");
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InitMap();
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var numPlayers = getNumPlayers();
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var mapSize = getMapSize();
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var mapArea = mapSize*mapSize;
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// create tile classes
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var clPlayer = createTileClass();
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var clHill = createTileClass();
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var clForest = createTileClass();
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var clWater = createTileClass();
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var clDirt = createTileClass();
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var clRock = createTileClass();
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var clMetal = createTileClass();
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var clFood = createTileClass();
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var clBaseResource = createTileClass();
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var clSettlement = createTileClass();
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var clDune = createTileClass();
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for (var ix = 0; ix < mapSize; ix++)
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{
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for (var iz = 0; iz < mapSize; iz++)
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{
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var x = ix / (mapSize + 1.0);
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var z = iz / (mapSize + 1.0);
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placeTerrain(ix, iz, tGrass);
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}
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}
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// randomize player order
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var playerIDs = [];
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for (var i = 0; i < numPlayers; i++)
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{
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playerIDs.push(i+1);
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}
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playerIDs = shuffleArray(playerIDs);
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// place players
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var playerX = new Array(numPlayers);
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var playerZ = new Array(numPlayers);
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var playerAngle = new Array(numPlayers);
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var startAngle = randFloat(0, TWO_PI);
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for (var i = 0; i < numPlayers; i++)
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{
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playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
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playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
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playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
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}
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var placer = undefined;
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var fx = 0; var fz = 0;
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var ix =0; var iz = 0;
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for (var i = 0; i < numPlayers; i++)
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{
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var id = playerIDs[i];
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log("Creating base for player " + id + "...");
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// some constants
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var radius = scaleByMapSize(15,25);
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var elevation = 20;
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// get the x and z in tiles
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fx = fractionToTiles(playerX[i]);
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fz = fractionToTiles(playerZ[i]);
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ix = round(fx);
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iz = round(fz);
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addToClass(ix, iz, clPlayer);
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addToClass(ix+5, iz, clPlayer);
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addToClass(ix, iz+5, clPlayer);
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addToClass(ix-5, iz, clPlayer);
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addToClass(ix, iz-5, clPlayer);
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// create the city patch
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var cityRadius = radius/3;
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placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
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var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
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createArea(placer, painter, null);
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// get civ specific starting entities
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var civEntities = getStartingEntities(id-1);
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// create starting units
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createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
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// create animals
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for (var j = 0; j < 2; ++j)
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{
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var aAngle = randFloat(0, TWO_PI);
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var aDist = 7;
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var aX = round(fx + aDist * cos(aAngle));
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var aZ = round(fz + aDist * sin(aAngle));
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var group = new SimpleGroup(
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[new SimpleObject(eChicken, 5,5, 0,3)],
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true, clBaseResource, aX, aZ
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);
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createObjectGroup(group, 0);
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}
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// create berry bushes
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var bbAngle = randFloat(0, TWO_PI);
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var bbDist = 12;
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var bbX = round(fx + bbDist * cos(bbAngle));
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var bbZ = round(fz + bbDist * sin(bbAngle));
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group = new SimpleGroup(
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[new SimpleObject(eBush, 5,5, 0,3)],
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true, clBaseResource, bbX, bbZ
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);
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createObjectGroup(group, 0);
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// create metal mine
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var mAngle = bbAngle;
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while(abs(mAngle - bbAngle) < PI/3)
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{
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mAngle = randFloat(0, TWO_PI);
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}
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var mDist = radius*1.3;
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var mX = round(fx + mDist * cos(mAngle));
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var mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(eMetalMine, 1,1, 0,0),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3),new SimpleObject(ePalmShort, 2,2, 2,3),new SimpleObject(ePalmTall, 1,1, 2,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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mX = round(fx + mDist*1.5 * cos(mAngle + PI/1.578));
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mZ = round(fz + mDist*1.5 * sin(mAngle + PI/1.578));
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group = new SimpleGroup(
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[new SimpleObject(eMetalMine, 1,1, 0,0),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3),new SimpleObject(ePalmShort, 2,2, 2,3),new SimpleObject(ePalmTall, 1,1, 2,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// create stone mines
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mAngle += randFloat(PI/8, PI/4);
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mX = round(fx + mDist * cos(mAngle));
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mZ = round(fz + mDist * sin(mAngle));
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group = new SimpleGroup(
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[new SimpleObject(eStoneMine, 1,1, 0,2),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3),new SimpleObject(ePalmShort, 2,2, 2,3),new SimpleObject(ePalmTall, 1,1, 2,2)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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mX = round(fx + mDist * 1.4 * cos(mAngle - PI /2.46));
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mZ = round(fz + mDist * 1.4 * sin(mAngle - PI /2.46));
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group = new SimpleGroup(
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[new SimpleObject(eStoneMine, 1,1, 0,2),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 3,3),new SimpleObject(ePalmShort, 2,2, 3,3),new SimpleObject(ePalmTall, 1,1, 3,3)],
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true, clBaseResource, mX, mZ
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);
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createObjectGroup(group, 0);
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// Create starting batches of wood
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var types = [tForestFloor, pForestD]; // some variation
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var forestX = 0;
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var forestY = 0;
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var forestAngle = 0;
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do {
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forestAngle = mAngle + randFloat(PI/2, (2*PI)/3);
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var forestDist = radius * 1.2;
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forestX = round(fx + forestDist * cos(forestAngle));
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forestY = round(fz + forestDist * sin(forestAngle));
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placer = new ClumpPlacer(70, 1.0, 0.5, 10,forestX,forestY);
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painter = new LayeredPainter(types, [0] );
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} while (createArea( placer, [painter, paintClass(clBaseResource)], avoidClasses(clBaseResource, 0) ) === undefined);
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// creating the water patch explaining the forest
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do {
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var watAngle = forestAngle + randFloat((PI/3), (5*PI/3));
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var watX = round(forestX + 6 * cos(watAngle));
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var watY = round(forestY + 6 * sin(watAngle));
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placer = new ClumpPlacer(60, 0.9, 0.4, 5,watX,watY);
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terrainPainter = new LayeredPainter( [tShore,tShoreBlend], [1] );
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, -5, 3);
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group = new SimpleGroup( [new SimpleObject(aFlower1, 1,5, 0,3)], true, undefined, round(forestX + 3 * cos(watAngle)),round(forestY + 3 * sin(watAngle)) );
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createObjectGroup(group, 0);
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group = new SimpleGroup( [new SimpleObject(aReedsA, 1,3, 0,0)], true, undefined, round(forestX + 5 * cos(watAngle)),round(forestY + 5 * sin(watAngle)) );
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createObjectGroup(group, 0);
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} while (createArea( placer, [terrainPainter, painter], avoidClasses(clBaseResource,0) ) === undefined);
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// TODO: add a few random trees here and there
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}
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RMS.SetProgress(20);
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// create bumps
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log("Creating bumps...");
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placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 2);
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createAreas(
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placer,
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painter,
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avoidClasses(clWater, 5, clPlayer, 10, clBaseResource, 6),
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scaleByMapSize(30, 70)
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);
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log("Creating Dunes...");
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placer = new ClumpPlacer(100, 0.3, 0.06, 1);
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var terrainPainter = new TerrainPainter(tDune);
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painter = new SmoothElevationPainter(ELEVATION_MODIFY, 18, 25);
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createAreas(
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placer,
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[terrainPainter, painter],
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avoidClasses(clWater, 13, clPlayer, 10, clBaseResource, 6),
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scaleByMapSize(15, 50)
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);
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log("Creating actual oasis...");
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var size = mapSize * 0.2;
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size *= size;
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//var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
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fx = fractionToTiles(0.5);
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fz = fractionToTiles(0.5);
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ix = round(fx);
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iz = round(fz);
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placer = new ClumpPlacer(size*1.1, 0.8, 0.2, 10, ix, iz);
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terrainPainter = new LayeredPainter(
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[pOasisForestLight,tShoreBlend, tWater, tWater, tWater], // terrains
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[scaleByMapSize(6,20),3, 5, 2] // widths
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);
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var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, // type
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-3, // elevation
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15 // blend radius
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);
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createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
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RMS.SetProgress(50);
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if(mapSize > 150)
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{
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log ("creating path through");
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var pAngle = randFloat(0, TWO_PI);
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var px = round(fx) + round(fractionToTiles(0.13 * cos(pAngle)));
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var py = round(fz) + round(fractionToTiles(0.13 * sin(pAngle)));
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var pex = round(fx) + round(fractionToTiles(0.13 * -cos(pAngle)));
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var pey = round(fz) + round(fractionToTiles(0.13 * sin(pAngle + PI)));
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var path = new PathPlacer(px,py,pex,pey,scaleByMapSize(7,18), 0.4,1,0.2,0)
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terrainPainter = new TerrainPainter(tGrass);
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elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 5 );
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createArea(path, [terrainPainter, elevationPainter, paintClass(clDirt)], null);
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}
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log("Creating stone mines...");
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// create large stone quarries
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group = new SimpleGroup([new SimpleObject(eStoneMine, 1,1, 0,0),new SimpleObject(ePalmShort, 1,2, 3,3),new SimpleObject(ePalmTall, 0,1, 3,3)
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,new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3)], true, clRock);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 10, clForest, 1, clPlayer, 30, clRock, 10,clBaseResource, 2, clHill, 1),
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scaleByMapSize(6,25), 100
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);
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log("Creating metal mines...");
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// create large metal quarries
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group = new SimpleGroup([new SimpleObject(eMetalMine, 1,1, 0,0),new SimpleObject(ePalmShort, 1,2, 2,3),new SimpleObject(ePalmTall, 0,1, 2,2)
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,new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3)], true, clMetal);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 10, clForest, 1, clPlayer, 30, clMetal, 10,clBaseResource, 2, clRock, 10, clHill, 1),
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scaleByMapSize(6,25), 100
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);
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RMS.SetProgress(65);
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/*
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// create small decorative rocks
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log("Creating small decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(rba5, 1,3, 0,1)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(16, 262), 50
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);
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// create large decorative rocks
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log("Creating large decorative rocks...");
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group = new SimpleGroup(
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[new SimpleObject(rba5, 1,2, 0,1), new SimpleObject(rba5, 1,3, 0,2)],
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true
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);
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createObjectGroups(
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group, 0,
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avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
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scaleByMapSize(8, 131), 50
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);
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RMS.SetProgress(70);
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*/
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log("Creating small decorative rocks...");
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group = new SimpleGroup( [new SimpleObject(aRock, 2,4, 0,2)], true, undefined );
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createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 30, 10 );
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RMS.SetProgress(70);
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// create deer
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log("Creating Camels...");
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group = new SimpleGroup(
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[new SimpleObject(eCamel, 1,2, 0,4)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
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1 * numPlayers, 50
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);
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RMS.SetProgress(75);
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// create sheep
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log("Creating Gazelles...");
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group = new SimpleGroup(
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[new SimpleObject(eGazelle, 2,4, 0,2)],
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true, clFood
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);
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createObjectGroups(group, 0,
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avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
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1 * numPlayers, 50
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);
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RMS.SetProgress(85);
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// create lions
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log("Creating Oasis Animals...");
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for (var p = 0; p < scaleByMapSize(5,30); p++)
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{
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fx = fractionToTiles(0.5);
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fz = fractionToTiles(0.5);
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var aAngle = randFloat(0, TWO_PI);
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var aDist = fractionToTiles(0.11);
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var animX = round(fx + aDist * cos(aAngle));
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var animY = round(fz + aDist * sin(aAngle));
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group = new RandomGroup(
|
||||
[new SimpleObject(eLion, 1,2, 0,4),new SimpleObject(eLioness, 1,2, 2,4),new SimpleObject(eGazelle, 4,6, 1,5),new SimpleObject(eCamel, 1,2, 1,5)], true, clFood, animX,animY);
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
/*
|
||||
var planetm = 8;
|
||||
//create small grass tufts
|
||||
log("Creating small grass tufts...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(rba1, 1,2, 0,1, -PI/8,PI/8)]
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
|
||||
planetm * scaleByMapSize(13, 200)
|
||||
);
|
||||
*/
|
||||
RMS.SetProgress(90);
|
||||
|
||||
RMS.SetProgress(95);
|
||||
|
||||
// create bushes
|
||||
log("Creating bushes...");
|
||||
group = new SimpleGroup(
|
||||
[new SimpleObject(aBushB, 1,2, 0,2), new SimpleObject(aBushA, 2,4, 0,2)]
|
||||
);
|
||||
createObjectGroups(group, 0,
|
||||
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
|
||||
scaleByMapSize(10, 40), 20
|
||||
);
|
||||
log ("Creating Sand blows and beautifications");
|
||||
for (var sandx = 0; sandx < mapSize; sandx += 4)
|
||||
{
|
||||
for (var sandz = 0; sandz < mapSize; sandz += 4)
|
||||
{
|
||||
if (getHeight(sandx,sandz) > 3.4)
|
||||
{
|
||||
if (Math.random()* 1.4 < getHeight(sandx,sandz) - 3.4)
|
||||
{
|
||||
group = new SimpleGroup( [new SimpleObject(aSand, 0,1, 0,2)], true, undefined, sandx,sandz );
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
} else if (getHeight(sandx,sandz) > -2.5 && getHeight(sandx,sandz) < -1.0)
|
||||
{
|
||||
if (Math.random() < 0.4)
|
||||
{
|
||||
group = new SimpleGroup( [new SimpleObject(aWaterFlower, 1,4, 1,2)], true, undefined, sandx,sandz );
|
||||
createObjectGroup(group, 0);
|
||||
} else if (Math.random() > 0.3 && getHeight(sandx,sandz) < -1.9)
|
||||
{
|
||||
group = new SimpleGroup( [new SimpleObject(aReedsA, 5,12, 0,2),new SimpleObject(aReedsB, 5,12, 0,2)], true, undefined, sandx,sandz );
|
||||
createObjectGroup(group, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
setSkySet("sunny");
|
||||
setSunColour(0.8,0.55,0.26);
|
||||
setSunRotation(PI/3);
|
||||
setSunElevation(0.785398/1.9);
|
||||
setWaterTint(0.411765,0.466667,0.3); // muddy brown
|
||||
setWaterReflectionTint(0.55, 0.4, 0.55); // muddy brown
|
||||
setWaterMurkiness(1.2);
|
||||
setWaterShininess(1.46484);
|
||||
setWaterWaviness(2);
|
||||
setWaterColour(0.294118,0.34902,0.694118);
|
||||
setWaterReflectionTintStrength(0.199219);
|
||||
setTerrainAmbientColour(0.392157, 0.47451, 0.654902);
|
||||
setUnitsAmbientColour(0.501961, 0.501961, 0.501961);
|
||||
|
||||
// Export map data
|
||||
|
||||
ExportMap();
|
11
binaries/data/mods/public/maps/random/oasis.json
Normal file
11
binaries/data/mods/public/maps/random/oasis.json
Normal file
@ -0,0 +1,11 @@
|
||||
{
|
||||
"settings" : {
|
||||
"Name" : "Oasis",
|
||||
"Script" : "oasis.js",
|
||||
"Description" : "Players start around a small oasis in the center of the map which holds much of the available wood on the map",
|
||||
"BaseTerrain" : ["medit_dirt", "medit_dirt_b", "medit_dirt_c"],
|
||||
"BaseHeight" : 1,
|
||||
"CircularMap" : true,
|
||||
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user